185 Tips on World Building: The Art of World Building, #7
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About this ebook
From his best selling series, The Art of World Building, author Randy Ellefson has collected some of his best advice from every chapter in small, bite-sized tips. All three books are represented in the topics covered:
Creating Life - analogues, species/races, gods, monsters, word figures, plants, animals, and undead.
Creating Places - planets, continents, land features, sovereign powers, settlements, land travel, water travel, space travel, time and history, places of interest, and drawing maps.
Cultures and Beyond - cultures, organizations, armed forces, religions, the supernatural, systems of magic, items, languages, names, and more.
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Titles in the series (10)
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185 Tips on World Building - Randy Ellefson
185 TIPS ON WORLD BUILDING
by Randy Ellefson
Copyright © 2020 Randy Ellefson / Evermore Press
All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means; electronic or mechanical, including photography, recording, or any information storage and retrieval system, without permission in writing from the author.
Table of Contents
Introduction
About Me
Free Book
Templates and Newsletter
World Building University
The Podcast
YouTube Channel
Creating Life Tips
Analogues
Tip #1: Use Analogues
Tip #2: The Rule of Three
Tip #3: Don’t Use Names Poorly
Tip #4: Mix and Match Analogues
Tip #5: Make It Worth It
How Many Worlds?
Tip #1: Determine Your Goals
Tip #2: Use Extreme Worlds Sparingly
Tip #3: Be Earth-like Most Often
Tip #4: Reclaim Wasted Time
Tip #5: Don’t Get Overwhelmed
Summary of Chapter 1—Why Build a World?
The Gods
Tip #1: Decide Whether to Create Them
Tip #2: Science Doesn’t Eliminate Religion
Tip #3: Are the Gods Real?
Tip #4: We Can Reuse Deities
Tip #5: Use Analogues
Tip #6: Create a Pantheon
Tip #7: Make the Gods Vulnerable
Tip #8: Children
Tip #9: How Does Time End?
Tip #10: Create Myths
Summary of Chapter 2—Gods
Species
Tip #1: Decide Whether to Create Them
Tip #2: Decide If They’re Species or Races
Tip #3: Determine How You’ll Use Them
Tip #4: How Integrated Are They?
Tip #5: Determine How Environment Affected Them
Tip #6: Don’t Give a Species a Uniform Disposition
Tip #7: Use Avatar Creators to Invent a Head
Tip #8: Create Races for Variety
Tip #9: Decide How They Get Along with Everyone, Not Just Humans
Tip #10: Determine Their View of Magic/Technology
Summary of Chapter 3—Species
World Figures
Tip #1: Decide Who the Heroes and Villains Are
Tip #2: Determine Their Status
Tip #3: What Items Did They Have?
Tip #4: Who Were/Are Their Relatives?
Tip #5: Where Did They Learn?
Summary of Chapter 4—World Figures
Monsters
Tip #1: Do You Need Monsters?
Tip #2: Determine What It Can Do
Tip #3: Understand the Difference between Monsters, Species, and Animals
Tip #4: Decide Where Your Monster Originated
Tip #5: Decide What the Monster Wants
Summary of Chapter 5—Monsters
Plants and Animals
Tip #1: Decide Whether to Invent Plants or Animals
Tip #2: How Will You and Characters Use It?
Tip #3: Research Earth Analogues
Tip #4: Understand Classifications
Tip #5: Know Your Limits
Summary of Chapter 6—Plants and Animals
Undead
Tip #1: Decide If You Need to Invent Undead
Tip #2: Determine What the Undead Wants
Tip #3: What Type of Undead Is It?
Tip #4: Decide Its Origins
Tip #5: Can It Be Killed?
Summary of Chapter 7—Undead
Creating Places Tips
Planets
Tip #1: Understand What Our Moon Causes
Tip #2: Determine the Solar System’s Other Planets
Tip #3: Be Careful with Constellations
Tip #4: Don’t Forget Dark Constellations
Tip #5: Use Tidal Locking
Tip #6: Understand the Ocean’s Impact
Tip #7: Use Prevailing Winds to Shape the Land
Tip #8: Understand Rain Shadows
Tip #9: Know Your Desert Types
Tip #10: Use Analogues for Climate
Summary of Chapter 2—Planets
Continents
Tip #1: Decide How Many Continents to Create
Tip #2: Decide on the Hemisphere
Tip #3: Understand Plate Tectonics and Mountain Ranges
Tip #4: Waterways
Tip #5: What’s an Island?
Summary of Chapter 3—Continents
Land Features
Tip #1: Know Where Volcanic Mountains Aren’t
Tip #2: Olympus Mons on Mars is Huge…And Boring
Tip #3: A Volcano Can Be Anywhere
Tip #4: Mountains ‘Humanize’ Dragons
Tip #5: Decide How Old a River Is
Tip #6: Know Your Forest Types
Tip #7: Know Where Grasslands Are
Tip #8: Don’t Forget Wetlands!
Tip #9: Deserts Tend to be Rocky
Tip #10: Decide on the Cultivation Level
Summary of Chapter 4—Land Features
Sovereign Powers
Tip #1: Is the Sovereign Recognized?
Tip #2: You’re Head of What?
Tip #3: Invent for Today
Tip #4: Decide Who Lives There
Tip #5: What’s the World View?
Tip #6: Government Types: Authoritative States
Tip #7: Government Types: Democracies
Tip #8: Government Types: Federations
Tip #9: Government Types: Monarchies
Tip #10: Government Types: Oligarchies and More
Summary of Chapter 5—Sovereign Powers
Settlements
Tip #1: Do Quarters Exist?
Tip #2: Who Lives Here?
Tip #3: Where is Old Town?
Tip #4: What’s the Terrain Like?
Tip #5: What’s the Climate?
Summary of Chapter 6—Settlements
Land Travel
Tip #1: Make Dragons Believable
Tip #2: Terrain Slows
Tip #3: Don’t Draw to Scale
Tip #4: Know How Fast Things Travel
Tip #5: Get the Travel Template
Summary of Chapter 7—Travel Over Land
Water Travel
Tip #1: Confusion is Normal
Tip #2: Know Your Ship Rates
Tip #3: No Guns? Now What?
Tip #4: Know Your Ship Types
Tip #5: Determine Base Speeds First
Summary of Chapter 8—Travel by Water
Space Travel
Tip #1: Distance Changes
Tip #2: Know Your Engine Types
Tip #3: Be Consistent
Tip #4: Decide on Internal Structure
Tip #5: Does Your External Structure Matter?
Summary of Chapter 9—Travel in Space
Time and History
Tip #1: Create a Universal Calendar
Tip #2: What Does Your Universal Calendar Start With?
Tip #3: Be Smart About Names
Tip #4: Be Careful Altering Timeframes
Tip #5: Create Past Events
Summary of Chapter 10—Time and History
Places of Interest
Tip #1: What Lives in the Catacombs?
Tip #2: Use Step Wells
Tip #3: Create Phenomenon Sites
Tip #4: What’s Under Water?
Tip #5: The Ordinary Can be Famous, Too
Summary of Chapter 11—Places of